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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __PRELIGHTSHADOWVOLUME_H__
- #define __PRELIGHTSHADOWVOLUME_H__
- /*
- ================================================================================================
- Pre-Light Shadow Volume Setup
- A pre-light shadow is cast from static world geometry touching a static light.
- A pre-light shadow volume does not extend to infinity but is capped at the light
- boundaries which means the end caps always need to be rendered.
- A pre-light shadow volume is created at map compile time and this job determines whether or
- not the shadow volume needs to be rendered with Z-Fail.
- ================================================================================================
- */
- /*
- ================================================
- preLightShadowVolumeParms_t
- ================================================
- */
- struct preLightShadowVolumeParms_t {
- // input
- const idShadowVert * verts; // streamed in from main memory
- int numVerts;
- const triIndex_t * indexes; // streamed in from main memory
- int numIndexes;
- idBounds triangleBounds;
- idRenderMatrix triangleMVP;
- idVec3 localLightOrigin;
- idVec3 localViewOrigin;
- float zNear;
- float lightZMin;
- float lightZMax;
- bool forceShadowCaps;
- bool useShadowPreciseInsideTest;
- bool useShadowDepthBounds;
- // temp
- byte * tempCullBits; // temp buffer in SPU local memory
- // output
- int * numShadowIndices; // streamed out to main memory
- int * renderZFail; // streamed out to main memory
- float * shadowZMin; // streamed out to main memory
- float * shadowZMax; // streamed out to main memory
- volatile shadowVolumeState_t * shadowVolumeState; // streamed out to main memory
- // next in chain on view light
- preLightShadowVolumeParms_t * next;
- int pad;
- };
- void PreLightShadowVolumeJob( const preLightShadowVolumeParms_t * parms );
- void PreLightShadowVolume_SetupSPURSHeader( CellSpursJob128 * job, const preLightShadowVolumeParms_t * parms );
- #endif // !__PRELIGHTSHADOWVOLUME_H__
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